Closely tied
to the Druidic religion is the warrior society known simply as the Wild
Women. These are female warriors who have sworn to defend the sacred oak
groves and the druids
themselves at the cost of their own lives if necessary. Candidates must show
not only a devotion to the faith, but a skill with arms.

The wild women
train constantly, but, since their main function is to guard selected sites
or people, they concentrate on individual skills rather than fighting as a unit.
The druids were known
to commit them to battle, particularly against the Romans. Because the druids
were one of the focal points of the anti-Roman movement, they cannot be seen
holding back what little military force they possess, and so the Wild Women
are often in the forefront of attacks on Rome.

A
few of these devout soldiers fought in Gaul against Caesar and others against
Emperor Claudius, but the largest commitment of them appears to have been in
defense of the Druidic groves on Anglesey in 60 AD. Candidates are trained by
female masters at Anglesey and then assigned to posts in Britannia. Rarely,
they are sent to Gaul to guard sites or druid,
but almost all recruits are British and they remain in the islands.

Like other
warrior societies, a Wild Woman abandons her tribe and family when she takes
the oath. She does not forswear sex, but does renounce marriage. Children she
might bear are fostered out, but a Wild Woman who becomes pregnant will lose
great status (since she is unable to perform her duties for some time, and this
is a drain on the whole society).

The name of
the society comes from the performance of these women in action: they apparently
have no fear (using mental exercises, and psychotropic drugs, to help build
a frenzy before action). They attack with no regard for personal safety, flinging
themselves on their enemies with reckless abandon. Their initial charge is hard
to stand, but if they do not overwhelm their opponents quickly they usually
suffer heavy casualties. While their oath says nothing about refusal to retreat,
their wild style of fighting usually means they either win or die.

A Wild Woman
does swear to never be taken captive and will stab herself to death before surrendering.
Despite their savagery in battle, they are well-educated and are expected to
be familiar with Druidic methods and the great epic poetry of the Celts.

Wild Women
dress all in black, to symbolize the feminine ties to the moon. They prefer
the spear and Dagger as their weapons of choice.
Unlike many male warriors, they have no problem wearing armor since they have
sworn not to seek personal glory. They usually choose to don a mail shirt under
their black tunics. Their oaths compel them to obey the druids
in all things, and, while this usually consists of guard duty, they also have
been known to carry out special missions.

Most Wild
Women are young. It is acceptable to retire from the society, and those who
do are greatly honored for their service to the Druidic religion. They will
be well cared-for, as they are considered clients of the druids
and thus have great status. Most who retire do so while still young enough to
marry and raise a family.

Roleplaying

These legendary warriors
serve the druid as bodyguards, an organized fighting force, and special agents.
They swear to give their lives to their masters and to never be taken alive.
Thus, they will do anything the druid command them to do  no matter how
suicidal  and they will stab themselves to death rather than be captured.

Wild Women are savage in
battle. They work themselves into a frenzy and then attack with reckless abandon,
showing no mercy to their opponents. While this sometimes leaves them open to
counterattack, fighting one of these women is not a job any sane warrior should
relish.

In addition to their devotion
to the druid and their savagery in battle, Wild Women are expected to be well-educated.
They must understand the basics of Druidism and be knowledgeable of the poetry
of their people. In all, they are a very wellrounded class of warriors.

Special Restriction
 Forsake Clan: Wild Women must forswear their tribal and familial
ties while they serve. Until they quit the band, their loyalty must be solely
to the druid and to their current master. This vow takes the form of a Lesser
Geis (levels 1-4) and (Major Geis
Levels 5-10).

Assuming she survives,
such breaking of faith usually results in the expulsion of the character from
the band.

Fearless (Ex): Wild
Women are absolutely fearless. They cannot be affected by Fear spells or Fear
effects of any sort.

Rage (Ex): Wild
Women enter a battle rage that makes them stronger, tougher, and more dangerous,
but which, unfortunately also leaves them more open to attack. When the character
enters this state of mind, she gains a +4 Bonus to her Strength,
+4 to her Constitution, and a
+2 Morale Bonus to any Will Saves she has to make. However, she suffers a -2
Circumstance Penalty to her Armor Class. The increase in Constitution
grants the Wild Woman an additional 2 Hit Points per Level, but they are lost
when she exits the Rage.

When Enraged, a Wild Woman
cannot use any Skills or abilities that require Concentration or patience. Shes
not really thinking about that. The only thing that matters is killing her enemies.

The Rage lasts for a number
of rounds equal to the Wild Womans (newly improved) Constitution Modifier
+3. Afterwards, she is Fatigued. The number of times per day she can do this
is a function of her Class Level.

Mad Rush (Ex): This
is the ability of the Wild Woman to charge headlong into combat and wreak devastating
havoc on her opponents in the initial sortie. To use this ability, the character
must be at least 5 feet away from her target and use a Charge Action. Every
character in the area into which she charges must make a Will Save at DC 10
+ the Wild Womans Charisma Bonus
+ her Class Level. If it is successful, the opponent may make an Attack of Opportunity
against her. Otherwise, they stand there, struck dumb with horror as she crashes
into their ranks. The Wild Woman gets a +4 Circumstance Bonus to her initial
attack roll on the target and a +2 Bonus for the next two rounds owing to the
chaos her attack caused. She also receives a +2 Circumstance Bonus to her damage
for the first three rounds of her attack.

Song of Courage (Sp):
By telling the tale of one her comrades great adventures, the Wild
Woman can inspire the rest of the troop. All characters who hear the tale gain
a +1 Bonus to Attack and Damage rolls.

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